3#include <graphics/Animation.h>
5#include <container/seadPtrArray.h>
6#include <heap/seadHeap.h>
7#include <prim/seadSafeString.h>
9#include <nw/g3d/g3d_SkeletalAnimObj.h>
21 bool init(
const ModelG3d* model,
const ModelResource* mdl_res,
const sead::PtrArray<ModelResource>* anim_mdl_res_array, sead::Heap* heap);
23 bool isValid()
const {
return mRes && mModel; }
Definition ModelResource.h:13
Definition SkeletalAnimation.h:15
nw::g3d::res::ResSkeletalAnim * mRes
Definition SkeletalAnimation.h:65
void enableBindFlag(s32 idx_bone)
nw::g3d::SkeletalAnimObj & getAnimObj()
Definition SkeletalAnimation.h:49
void * mBuffer
Definition SkeletalAnimation.h:62
nw::g3d::res::ResSkeletalAnim * getResource() const
Definition SkeletalAnimation.h:52
void unbindTarget(s32 idx_target)
s32 mIndex
Definition SkeletalAnimation.h:64
static void updateInitArg_(nw::g3d::SkeletalAnimObj::InitArg *arg, const ModelResource *mdl_res)
nw::g3d::SkeletalAnimObj mAnimObj
Definition SkeletalAnimation.h:61
bool init(const ModelG3d *model, const ModelResource *mdl_res, const sead::PtrArray< ModelResource > *anim_mdl_res_array, sead::Heap *heap)
const ModelG3d * getModel() const
Definition SkeletalAnimation.h:54
void play(const ModelResource *mdl_res, const sead::SafeString &name)
bool isValid() const
Definition SkeletalAnimation.h:23
const ModelG3d * mModel
Definition SkeletalAnimation.h:63
void bindModel(const ModelG3d *model, s32 index)
s32 getIndex() const
Definition SkeletalAnimation.h:55
const nw::g3d::SkeletalAnimObj & getAnimObj() const
Definition SkeletalAnimation.h:50